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Also if you have to play half of the game for a class to be decent then Im not sur it would considered the better class. Also you are limit to 1 spell per battles unless you pick the skill for 2 spells per battles. Not sur if the class is worth it for 1/2 spell per battle.
To me right now the best is probably mercenary mixed in with some anarchy skills. But im not sur how the paladin perk works exactly. Thats why Im asking.
In a review I read that the quests also differ. Not all paths are open to every character.
In the tutorial area the warrior must fight the golems, the other 2 understand magic and can free the mage.
This allows you to put more troops into a unit.
But what does that translate into exactly? More HP, more damage? Or just more units visually?
If more units means more damage, then it outclasses the mercernary since it would not only give more damage, but also more hp. And you would be able to cast some spells too.
on levelup: 100 + 10*(lvl-1) leadership, +2 arcane knowledge
Warrior gets a 20 less leadership than Paladin per level and as secondary stat gets warfare, but so far the class gets no magic power or arcane knowledge on levelup.
on levelup: 100 - 10*(lvl-1) leadership, +2 warfare
For Mage the leadership gain seems to be fixed and it gets no warfare, but it gets magic power and more arcane knowledge than paladin on levelup.
on levelup: 70 leadership, +2 magic power, +4 arcane knowledge
I only did the first few levelups on all classes. If the leadership gain for Mage stays constant, then it will quickly fall behind regarding troops. So you have to make this up with spells. If the gap between Paladin and Warrior stays at 20 leadership per level, then the difference will be less noteable in the long run as the game has unit caps which may make more leadership obsolete at some point. The warfare bonus on the Warrior would give him stronger troops, so the Paladin have to make this up with buff spells (which don't scale with magic power). Not sure if summons scale with magic power.
I don't know how this affects the endgame. And each unit has a max. number troops in it.
As paladin you reach this limit early and can move to the next tier of units.
There is also the cost as well. Two troops would be twice as expensive as one. So having fewer stronger troops is going to be cheaper. Also as units die they lose strength. So having more weaker troops might deal higher damage earlier on but as they die the stronger troops with less numbers might end up doing more in a slug fest. I don't know which is better and it probably depends on the unit.
I assume if the warrior sucks at magic they are getting bonuses large enough to balance that. I have not played all the classes so I can't say for sure but I suspect it is just different play styles and none is overwhelming better than the others.